Wrecked Ship Energy Tank Room

Room ID: 167

Wiki
Difficulty filter

From: 1
Right Door
To: 1
Right Door

Run must be synched with the low tide.

Exit condition:

{
  "leaveWithRunway": {
    "length": 6,
    "openEnd": 1,
    "steepUpTiles": 1
  }
}
From: 1
Right Door
To: 1
Right Door

Requires:

{
  "or": [
    "Gravity",
    {
      "and": [
        {
          "not": "f_DefeatedPhantoon"
        },
        "canRiskPermanentLossOfAccess"
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithRunway": {
    "length": 8,
    "openEnd": 1,
    "steepUpTiles": 2
  }
}
From: 1
Right Door
To: 1
Right Door

Exit condition:

{
  "leaveWithGrappleSwing": {
    "blocks": [
      {
        "position": [
          5,
          2
        ],
        "note": "Closest Grapple block to the door"
      }
    ]
  }
}

Requires:

"canXMode"
"h_XModeThornHit"
"h_XModeThornHit"
"SpaceJump"
"HiJump"
"canShinechargeMovementComplex"
"h_shinechargeMaxRunway"
{
  "shinespark": {
    "frames": 21
  }
}
{
  "or": [
    "Gravity",
    {
      "and": [
        {
          "not": "f_DefeatedPhantoon"
        },
        "canRiskPermanentLossOfAccess"
      ]
    }
  ]
}

Exit condition:

{
  "leaveWithSpark": {}
}

Dev note: Two thorn hits are expected per attempt (with any additional leniency hits being multiplied by this amount). FIXME: There is likely a fast wall jump climb strat with more spark frames.

From: 1
Right Door
To: 1
Right Door

Requires:

"h_CrystalFlash"
From: 1
Right Door
To: 2
Item

Requires:

"SpaceJump"
From: 1
Right Door
To: 2
Item

Requires:

"Grapple"
"f_DefeatedPhantoon"
From: 1
Right Door
To: 2
Item

Jump across the first platforms. It is fine to jump from them when they are a bit submerged. Get a bit of run speed on the final platform, and wall jump if necessary. When accidentally falling off the platforms, it may be best to take a spike hit and climb the left wall.

Requires:

"Gravity"
"canWalljump"
"f_DefeatedPhantoon"
From: 1
Right Door
To: 2
Item

Jump onto the first platform, which is easiest when the water is low. Continue jumping on the platforms to prevent them from going into the water. Get a bit of run speed on the final platform, which is easiest while the water is low, then jump to the solid ground.

Requires:

"canCarefulJump"
"f_DefeatedPhantoon"
From: 1
Right Door
To: 2
Item

From a standstill at the door, jump just before the first step. Do a lateral mid-air morph and bounce on the first platform. This should bounce on the third platform and get to the item.

Requires:

"canSpringBallBounce"
"f_DefeatedPhantoon"
From: 1
Right Door
To: 2
Item

Entrance condition:

{
  "comeInWithSpark": {}
}

Requires:

{
  "shinespark": {
    "frames": 59,
    "excessFrames": 7
  }
}
From: 1
Right Door
To: 2
Item

Jump as far as possible before activating the spark, while sparking high enough to crash into the Chozo statue's hand.

Entrance condition:

{
  "comeInShinecharged": {}
}

Requires:

{
  "shineChargeFrames": 100
}
"canShinechargeMovementComplex"
"canMidairShinespark"
{
  "shinespark": {
    "frames": 33,
    "excessFrames": 7
  }
}
{
  "not": "f_DefeatedPhantoon"
}
{
  "or": [
    "canRiskPermanentLossOfAccess",
    "canCarefulJump"
  ]
}

Dev note: If power is on, then this strat may not quite work because the water can interfere with the runway for the jump. But in that case, platforming is possible as a relatively free alternative.

From: 1
Right Door
To: 2
Item

Gain a shinecharge while entering the room. Run back to the door, and then run left and jump as far as possible before activating the spark, while sparking high enough to crash into the Chozo statue's hand.

Entrance condition:

{
  "comeInShinecharging": {
    "length": 7,
    "openEnd": 0,
    "steepDownTiles": 2
  }
}

Requires:

"canShinechargeMovementComplex"
"canMidairShinespark"
{
  "shinespark": {
    "frames": 33,
    "excessFrames": 7
  }
}
{
  "or": [
    "canRiskPermanentLossOfAccess",
    "canCarefulJump"
  ]
}

Dev note: If power is on, then this strat may not quite work because the water can interfere with the runway. But in that case, platforming is possible as a relatively free alternative.

Fling Samus from the first set of grapple blocks to the second set without falling. This requires precise timing but is made easier by morphing and unmorphing to reset Samus' fall speed.

Requires:

"canPreciseGrapple"
"canLateralMidAirMorph"
"canResetFallSpeed"
{
  "or": [
    "canInsaneJump",
    {
      "thornHits": 5
    }
  ]
}

Dev note: The 5 thornHits are for lenience since it is difficult to get this first try.

From: 1
Right Door
To: 2
Item

Fling Samus from the first set of grapple blocks to the second set without falling. This requires a frame-perfect release of Grapple and a 2-frame window to fire Grapple again.

Requires:

"canPreciseGrapple"
"canInsaneJump"
{
  "or": [
    "canBeVeryPatient",
    {
      "thornHits": 5
    }
  ]
}

Dev note: The 5 thornHits are for lenience since it is very difficult to get this first try.

From: 1
Right Door
To: 2
Item

Requires:

"canLongCeilingBombJump"
"canBePatient"
From: 1
Right Door
To: 2
Item

From the top right platform, jump to the left into the thorns, then climb the left wall.

Requires:

{
  "thornHits": 1
}
{
  "or": [
    "canUseIFrames",
    {
      "thornHits": 1
    }
  ]
}
"canWalljump"
{
  "not": "f_DefeatedPhantoon"
}
{
  "or": [
    "canRiskPermanentLossOfAccess",
    "canCarefulJump",
    "Gravity"
  ]
}

Dev note: The canCarefulJump and Gravity are here, as with either of those, there is access across with or without f_DefeatedPhantoon.

Run from the adjacent room and jump at the end of the platform. From the top right platform, jump to the left and wall jump just above the spikes and climb the left wall.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 5
  }
}

Requires:

"canCarefulJump"
"canConsecutiveWalljump"
{
  "not": "f_DefeatedPhantoon"
}

Dev note: Because this requires canCarefulJump, there is no canRiskPermanentLossOfAccess as there is a path across with or without f_DefeatedPhantoon. This variant of the strat includes an extra couple of tiles of runway for lenience.

Run from the adjacent room and jump at the end of the platform. From the top right platform, jump to the left and wall jump just above the spikes and climb the left wall.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 3
  }
}

Requires:

"canTrickyJump"
"canConsecutiveWalljump"
{
  "not": "f_DefeatedPhantoon"
}

Run from the adjacent room and jump at the end of the platform. From the top right platform, jump to the left and wall jump just above the spikes and climb the left wall.

With minimal runway length (2 tiles), this has a 2-frame window for the jump. With a last-frame jump it has a 3-frame window for wall jump, otherwise the wall jump is frame-perfect.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 2
  }
}

Requires:

"canInsaneJump"
"canConsecutiveWalljump"
{
  "not": "f_DefeatedPhantoon"
}

Using speed from the adjacent room, perform a ceiling mockball to make it across the gap.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 23
  }
}

Requires:

"canTrickyJump"
"canMomentumConservingMorph"
{
  "or": [
    "canInsaneJump",
    {
      "thornHits": 5
    }
  ]
}
{
  "not": "f_DefeatedPhantoon"
}

Dev note: The 5 thornHits are for lenience since it is very difficult to get this first try.

Using speed from the adjacent room, perform a ceiling mockball and equip or unequip Spring Ball to make it across the gap.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 12
  }
}

Requires:

"canTrickyJump"
"canMomentumConservingMorph"
"canSpringFling"
{
  "or": [
    "canInsaneJump",
    {
      "thornHits": 5
    }
  ]
}
{
  "not": "f_DefeatedPhantoon"
}

Dev note: The 5 thornHits are for lenience since it is very difficult to get this first try.

Entrance condition:

{
  "comeInWithMockball": {
    "speedBooster": true,
    "remoteAndLandingMinTiles": [
      [
        19,
        0
      ]
    ]
  }
}

Requires:

"canTrickyJump"
"canSpringBallBounce"
"canSpringFling"
{
  "or": [
    "canInsaneJump",
    {
      "thornHits": 5
    }
  ]
}
{
  "not": "f_DefeatedPhantoon"
}

Dev note: The 5 thornHits are for lenience since it is difficult to get this first try.

From: 1
Right Door
To: 2
Item

Run from the adjacent room and jump at the end of the platform. Aim down just before bonking the ceiling.

This requires a last-frame jump and has a 2-frame window for the aim-down.

Entrance condition:

{
  "comeInRunning": {
    "speedBooster": true,
    "minTiles": 36
  }
}

Requires:

"canInsaneJump"
{
  "or": [
    "canBeVeryPatient",
    {
      "thornHits": 5
    }
  ]
}
{
  "not": "f_DefeatedPhantoon"
}

Dev note: The 5 thornHits are for lenience since it is very difficult to get this first try.

In the spike pit, near the left wall, jump into an IBJ to climb out.

Requires:

"h_IBJFromThorns"
"canLongIBJ"
{
  "not": "f_DefeatedPhantoon"
}

Dev note: The h_IBJFromThorns requires canCarefulJump. There is no loss of access, because with that it is possible to get across with or without f_DefeatedPhantoon.

Requires:

{
  "thornHits": 1
}
"HiJump"
"canSpringBallJumpMidAir"
{
  "not": "f_DefeatedPhantoon"
}
{
  "or": [
    "canRiskPermanentLossOfAccess",
    "canCarefulJump",
    "Gravity"
  ]
}
From: 1
Right Door
To: 2
Item

Requires:

{
  "useFlashSuit": {}
}
{
  "shinespark": {
    "frames": 13,
    "excessFrames": 2
  }
}
From: 1
Right Door
To: 2
Item

Entrance condition:

{
  "comeInWithGMode": {
    "mode": "any",
    "morphed": true
  }
}

Requires:

"h_artificialMorphLongCeilingBombJump"
"canBePatient"

Clears obstacles: A

From: 1
Right Door
To: 2
Item

After teleporting, press down to retract Grapple, to prevent getting stuck inside the Chozo statue.

Entrance condition:

{
  "comeInWithGrappleTeleport": {
    "blockPositions": [
      [
        7,
        2
      ]
    ]
  }
}
From: 1
Right Door
To: 2
Item

After teleporting, Samus should be standing inside the wall. Retract Grapple by pressing up, which will pull Samus down and right. Turn around to the left, then hold right, and release Grapple while still holding right. Perform a turn-around spin jump (to the left). Then morph and roll out to the right.

Entrance condition:

{
  "comeInWithGrappleTeleport": {
    "blockPositions": [
      [
        3,
        12
      ],
      [
        3,
        13
      ]
    ]
  }
}

Requires:

"canOffScreenMovement"
"Morph"
From: 1
Right Door
To: 2
Item

Exit the previous room with Samus in a standing pose (while grappled). After teleporting, press right to release Grapple while staying standing (not being forced into a crouch). Then X-ray climb to get on top of the Chozo statue.

Entrance condition:

{
  "comeInWithGrappleTeleport": {
    "blockPositions": [
      [
        2,
        18
      ],
      [
        2,
        19
      ],
      [
        2,
        28
      ],
      [
        2,
        29
      ]
    ]
  }
}

Requires:

"canXRayClimb"
From: 2
Item
To: 1
Right Door

Requires:

{
  "or": [
    "f_DefeatedPhantoon",
    "SpaceJump",
    {
      "and": [
        {
          "thornHits": 1
        },
        {
          "or": [
            "HiJump",
            "canWalljump",
            "canUseIFrames",
            "Grapple",
            "canHorizontalDamageBoost",
            {
              "thornHits": 1
            }
          ]
        }
      ]
    }
  ]
}
From: 2
Item
To: 1
Right Door

Fling Samus from the first set of grapple blocks to the second set without falling. Requires precise timing.

Requires:

"canPreciseGrapple"
"canTrickyJump"
From: 2
Item
To: 1
Right Door

Requires:

{
  "useFlashSuit": {}
}
{
  "shinespark": {
    "frames": 14,
    "excessFrames": 4
  }
}
From: 2
Item
To: 1
Right Door

Requires:

"canLongCeilingBombJump"
"canBePatient"
From: 2
Item
To: 1
Right Door

Touch the item while remaining in artificial morph. Ceiling bomb jump back to the right, then use X-Ray to cancel G-mode and obtain the item.

Requires:

"canEnterGMode"
"h_artificialMorphLongCeilingBombJump"
"canBeVeryPatient"
{
  "obstaclesCleared": [
    "A"
  ]
}

Dev note: This strat alone would only require canBePatient, but it is only possible after Ceiling Bomb Jumping there, so it would be a combined 4 minutes.

{
  "$schema": "../../../schema/m3-room.schema.json",
  "id": 167,
  "name": "Wrecked Ship Energy Tank Room",
  "area": "Wrecked Ship",
  "subarea": "Main",
  "roomAddress": "0x7CC27",
  "roomEnvironments": [
    {
      "heated": false
    }
  ],
  "mapTileMask": [
    [
      1,
      1,
      1
    ],
    [
      1,
      1,
      1
    ]
  ],
  "nodes": [
    {
      "id": 1,
      "name": "Right Door",
      "nodeType": "door",
      "nodeSubType": "blue",
      "nodeAddress": "0x001a288",
      "doorOrientation": "right",
      "doorEnvironments": [
        {
          "physics": "air"
        }
      ],
      "mapTileMask": [
        [
          1,
          2,
          2
        ],
        [
          1,
          2,
          2
        ]
      ]
    },
    {
      "id": 2,
      "name": "Item",
      "nodeType": "item",
      "nodeSubType": "visible",
      "nodeItem": "ETank",
      "nodeAddress": "0x7C337",
      "locks": [
        {
          "name": "Wrecked Ship Energy Tank Spawn Lock",
          "lockType": "gameFlag",
          "unlockStrats": [
            {
              "name": "Base",
              "requires": [
                {
                  "or": [
                    "f_DefeatedPhantoon",
                    "h_allItemsSpawned"
                  ]
                }
              ],
              "note": "The item doesn't spawn until Phantoon is defeated."
            }
          ]
        }
      ],
      "mapTileMask": [
        [
          2,
          1,
          1
        ],
        [
          2,
          1,
          1
        ]
      ]
    }
  ],
  "obstacles": [
    {
      "id": "A",
      "name": "Remain in G-Mode Morph to Ceiling Bomb Jump",
      "obstacleType": "abstract"
    }
  ],
  "enemies": [
    {
      "id": "e1",
      "groupName": "Wrecked Ship E-Tank Skulteras",
      "enemyName": "Skultera",
      "quantity": 2,
      "homeNodes": [
        1
      ],
      "spawn": [
        "f_DefeatedPhantoon"
      ],
      "note": "Drops can be reached for free using the platforms"
    }
  ],
  "links": [
    {
      "from": 1,
      "to": [
        {
          "id": 1
        },
        {
          "id": 2
        }
      ]
    },
    {
      "from": 2,
      "to": [
        {
          "id": 1
        }
      ]
    }
  ],
  "strats": [
    {
      "id": 1,
      "link": [
        1,
        1
      ],
      "name": "Leave with Runway",
      "requires": [],
      "exitCondition": {
        "leaveWithRunway": {
          "length": 6,
          "openEnd": 1,
          "steepUpTiles": 1
        }
      },
      "note": "Run must be synched with the low tide."
    },
    {
      "id": 2,
      "link": [
        1,
        1
      ],
      "name": "Leave with Runway, Full Length",
      "requires": [
        {
          "or": [
            "Gravity",
            {
              "and": [
                {
                  "not": "f_DefeatedPhantoon"
                },
                "canRiskPermanentLossOfAccess"
              ]
            }
          ]
        }
      ],
      "exitCondition": {
        "leaveWithRunway": {
          "length": 8,
          "openEnd": 1,
          "steepUpTiles": 2
        }
      }
    },
    {
      "id": 29,
      "link": [
        1,
        1
      ],
      "name": "Leave With Grapple Swing",
      "requires": [],
      "exitCondition": {
        "leaveWithGrappleSwing": {
          "blocks": [
            {
              "position": [
                5,
                2
              ],
              "note": "Closest Grapple block to the door"
            }
          ]
        }
      }
    },
    {
      "id": 3,
      "link": [
        1,
        1
      ],
      "name": "X-Mode and Space Jump, Leave with Shinespark",
      "requires": [
        "canXMode",
        "h_XModeThornHit",
        "h_XModeThornHit",
        "SpaceJump",
        "HiJump",
        "canShinechargeMovementComplex",
        "h_shinechargeMaxRunway",
        {
          "shinespark": {
            "frames": 21
          }
        },
        {
          "or": [
            "Gravity",
            {
              "and": [
                {
                  "not": "f_DefeatedPhantoon"
                },
                "canRiskPermanentLossOfAccess"
              ]
            }
          ]
        }
      ],
      "exitCondition": {
        "leaveWithSpark": {}
      },
      "flashSuitChecked": true,
      "devNote": [
        "Two thorn hits are expected per attempt (with any additional leniency hits being multiplied by this amount).",
        "FIXME: There is likely a fast wall jump climb strat with more spark frames."
      ]
    },
    {
      "id": 4,
      "link": [
        1,
        1
      ],
      "name": "Crystal Flash",
      "requires": [
        "h_CrystalFlash"
      ],
      "flashSuitChecked": true
    },
    {
      "id": 5,
      "link": [
        1,
        2
      ],
      "name": "Space Jump",
      "requires": [
        "SpaceJump"
      ]
    },
    {
      "id": 6,
      "link": [
        1,
        2
      ],
      "name": "Grapple",
      "requires": [
        "Grapple",
        "f_DefeatedPhantoon"
      ]
    },
    {
      "id": 7,
      "link": [
        1,
        2
      ],
      "name": "Walljump",
      "requires": [
        "Gravity",
        "canWalljump",
        "f_DefeatedPhantoon"
      ],
      "note": [
        "Jump across the first platforms. It is fine to jump from them when they are a bit submerged.",
        "Get a bit of run speed on the final platform, and wall jump if necessary.",
        "When accidentally falling off the platforms, it may be best to take a spike hit and climb the left wall."
      ]
    },
    {
      "id": 8,
      "link": [
        1,
        2
      ],
      "name": "Platforming",
      "requires": [
        "canCarefulJump",
        "f_DefeatedPhantoon"
      ],
      "note": [
        "Jump onto the first platform, which is easiest when the water is low.",
        "Continue jumping on the platforms to prevent them from going into the water.",
        "Get a bit of run speed on the final platform, which is easiest while the water is low, then jump to the solid ground."
      ]
    },
    {
      "id": 9,
      "link": [
        1,
        2
      ],
      "name": "Spring Ball Bounce",
      "requires": [
        "canSpringBallBounce",
        "f_DefeatedPhantoon"
      ],
      "note": [
        "From a standstill at the door, jump just before the first step.",
        "Do a lateral mid-air morph and bounce on the first platform.",
        "This should bounce on the third platform and get to the item."
      ]
    },
    {
      "id": 10,
      "link": [
        1,
        2
      ],
      "name": "Come In With Shinespark",
      "entranceCondition": {
        "comeInWithSpark": {}
      },
      "requires": [
        {
          "shinespark": {
            "frames": 59,
            "excessFrames": 7
          }
        }
      ]
    },
    {
      "id": 11,
      "link": [
        1,
        2
      ],
      "name": "Come In Shinecharged (Power Off)",
      "entranceCondition": {
        "comeInShinecharged": {}
      },
      "requires": [
        {
          "shineChargeFrames": 100
        },
        "canShinechargeMovementComplex",
        "canMidairShinespark",
        {
          "shinespark": {
            "frames": 33,
            "excessFrames": 7
          }
        },
        {
          "not": "f_DefeatedPhantoon"
        },
        {
          "or": [
            "canRiskPermanentLossOfAccess",
            "canCarefulJump"
          ]
        }
      ],
      "flashSuitChecked": true,
      "note": [
        "Jump as far as possible before activating the spark, while sparking high enough to crash into the Chozo statue's hand."
      ],
      "devNote": [
        "If power is on, then this strat may not quite work because the water can interfere with the runway for the jump.",
        "But in that case, platforming is possible as a relatively free alternative."
      ]
    },
    {
      "id": 12,
      "link": [
        1,
        2
      ],
      "name": "Come In Shinecharging (Power Off)",
      "entranceCondition": {
        "comeInShinecharging": {
          "length": 7,
          "openEnd": 0,
          "steepDownTiles": 2
        }
      },
      "requires": [
        "canShinechargeMovementComplex",
        "canMidairShinespark",
        {
          "shinespark": {
            "frames": 33,
            "excessFrames": 7
          }
        },
        {
          "or": [
            "canRiskPermanentLossOfAccess",
            "canCarefulJump"
          ]
        }
      ],
      "note": [
        "Gain a shinecharge while entering the room.",
        "Run back to the door, and then run left and jump as far as possible before activating the spark, while sparking high enough to crash into the Chozo statue's hand."
      ],
      "devNote": [
        "If power is on, then this strat may not quite work because the water can interfere with the runway.",
        "But in that case, platforming is possible as a relatively free alternative."
      ]
    },
    {
      "id": 13,
      "link": [
        1,
        2
      ],
      "name": "Precise Grapple Fling with Morph",
      "requires": [
        "canPreciseGrapple",
        "canLateralMidAirMorph",
        "canResetFallSpeed",
        {
          "or": [
            "canInsaneJump",
            {
              "thornHits": 5
            }
          ]
        }
      ],
      "note": [
        "Fling Samus from the first set of grapple blocks to the second set without falling.",
        "This requires precise timing but is made easier by morphing and unmorphing to reset Samus' fall speed."
      ],
      "devNote": [
        "The 5 thornHits are for lenience since it is difficult to get this first try."
      ]
    },
    {
      "id": 30,
      "link": [
        1,
        2
      ],
      "name": "Very Precise Grapple Fling",
      "requires": [
        "canPreciseGrapple",
        "canInsaneJump",
        {
          "or": [
            "canBeVeryPatient",
            {
              "thornHits": 5
            }
          ]
        }
      ],
      "note": [
        "Fling Samus from the first set of grapple blocks to the second set without falling.",
        "This requires a frame-perfect release of Grapple and a 2-frame window to fire Grapple again."
      ],
      "devNote": [
        "The 5 thornHits are for lenience since it is very difficult to get this first try."
      ]
    },
    {
      "id": 14,
      "link": [
        1,
        2
      ],
      "name": "Ceiling Bomb Jump",
      "requires": [
        "canLongCeilingBombJump",
        "canBePatient"
      ]
    },
    {
      "id": 15,
      "link": [
        1,
        2
      ],
      "name": "Wall Jump (Power Off)",
      "requires": [
        {
          "thornHits": 1
        },
        {
          "or": [
            "canUseIFrames",
            {
              "thornHits": 1
            }
          ]
        },
        "canWalljump",
        {
          "not": "f_DefeatedPhantoon"
        },
        {
          "or": [
            "canRiskPermanentLossOfAccess",
            "canCarefulJump",
            "Gravity"
          ]
        }
      ],
      "note": "From the top right platform, jump to the left into the thorns, then climb the left wall.",
      "devNote": "The canCarefulJump and Gravity are here, as with either of those, there is access across with or without f_DefeatedPhantoon."
    },
    {
      "id": 16,
      "link": [
        1,
        2
      ],
      "name": "Speedy Jump Wall Jump (Power Off)",
      "entranceCondition": {
        "comeInRunning": {
          "speedBooster": true,
          "minTiles": 5
        }
      },
      "requires": [
        "canCarefulJump",
        "canConsecutiveWalljump",
        {
          "not": "f_DefeatedPhantoon"
        }
      ],
      "note": [
        "Run from the adjacent room and jump at the end of the platform.",
        "From the top right platform, jump to the left and wall jump just above the spikes and climb the left wall."
      ],
      "devNote": [
        "Because this requires canCarefulJump, there is no canRiskPermanentLossOfAccess as there is a path across with or without f_DefeatedPhantoon.",
        "This variant of the strat includes an extra couple of tiles of runway for lenience."
      ]
    },
    {
      "id": 31,
      "link": [
        1,
        2
      ],
      "name": "Tricky Speedy Jump Wall Jump (Power Off)",
      "entranceCondition": {
        "comeInRunning": {
          "speedBooster": true,
          "minTiles": 3
        }
      },
      "requires": [
        "canTrickyJump",
        "canConsecutiveWalljump",
        {
          "not": "f_DefeatedPhantoon"
        }
      ],
      "note": [
        "Run from the adjacent room and jump at the end of the platform.",
        "From the top right platform, jump to the left and wall jump just above the spikes and climb the left wall."
      ]
    },
    {
      "id": 32,
      "link": [
        1,
        2
      ],
      "name": "Insane Speedy Jump Wall Jump (Power Off)",
      "entranceCondition": {
        "comeInRunning": {
          "speedBooster": true,
          "minTiles": 2
        }
      },
      "requires": [
        "canInsaneJump",
        "canConsecutiveWalljump",
        {
          "not": "f_DefeatedPhantoon"
        }
      ],
      "note": [
        "Run from the adjacent room and jump at the end of the platform.",
        "From the top right platform, jump to the left and wall jump just above the spikes and climb the left wall."
      ],
      "detailNote": [
        "With minimal runway length (2 tiles), this has a 2-frame window for the jump.",
        "With a last-frame jump it has a 3-frame window for wall jump,",
        "otherwise the wall jump is frame-perfect."
      ]
    },
    {
      "id": 33,
      "link": [
        1,
        2
      ],
      "name": "Speedy Jump Ceiling Mockball (Power Off)",
      "entranceCondition": {
        "comeInRunning": {
          "speedBooster": true,
          "minTiles": 23
        }
      },
      "requires": [
        "canTrickyJump",
        "canMomentumConservingMorph",
        {
          "or": [
            "canInsaneJump",
            {
              "thornHits": 5
            }
          ]
        },
        {
          "not": "f_DefeatedPhantoon"
        }
      ],
      "note": [
        "Using speed from the adjacent room, perform a ceiling mockball to make it across the gap."
      ],
      "devNote": [
        "The 5 thornHits are for lenience since it is very difficult to get this first try."
      ]
    },
    {
      "id": 34,
      "link": [
        1,
        2
      ],
      "name": "Speedy Jump Spring Fling (Power Off)",
      "entranceCondition": {
        "comeInRunning": {
          "speedBooster": true,
          "minTiles": 12
        }
      },
      "requires": [
        "canTrickyJump",
        "canMomentumConservingMorph",
        "canSpringFling",
        {
          "or": [
            "canInsaneJump",
            {
              "thornHits": 5
            }
          ]
        },
        {
          "not": "f_DefeatedPhantoon"
        }
      ],
      "note": [
        "Using speed from the adjacent room, perform a ceiling mockball and equip or unequip Spring Ball to make it across the gap."
      ],
      "devNote": [
        "The 5 thornHits are for lenience since it is very difficult to get this first try."
      ]
    },
    {
      "id": 35,
      "link": [
        1,
        2
      ],
      "name": "Spring Ball Bounce Spring Fling (Power Off)",
      "entranceCondition": {
        "comeInWithMockball": {
          "speedBooster": true,
          "remoteAndLandingMinTiles": [
            [
              19,
              0
            ]
          ]
        }
      },
      "requires": [
        "canTrickyJump",
        "canSpringBallBounce",
        "canSpringFling",
        {
          "or": [
            "canInsaneJump",
            {
              "thornHits": 5
            }
          ]
        },
        {
          "not": "f_DefeatedPhantoon"
        }
      ],
      "devNote": [
        "The 5 thornHits are for lenience since it is difficult to get this first try."
      ]
    },
    {
      "id": 36,
      "link": [
        1,
        2
      ],
      "name": "Insane Speedy Jump (Power Off)",
      "entranceCondition": {
        "comeInRunning": {
          "speedBooster": true,
          "minTiles": 36
        }
      },
      "requires": [
        "canInsaneJump",
        {
          "or": [
            "canBeVeryPatient",
            {
              "thornHits": 5
            }
          ]
        },
        {
          "not": "f_DefeatedPhantoon"
        }
      ],
      "note": [
        "Run from the adjacent room and jump at the end of the platform.",
        "Aim down just before bonking the ceiling."
      ],
      "detailNote": [
        "This requires a last-frame jump and has a 2-frame window for the aim-down."
      ],
      "devNote": [
        "The 5 thornHits are for lenience since it is very difficult to get this first try."
      ]
    },
    {
      "id": 17,
      "link": [
        1,
        2
      ],
      "name": "Phantoon is Alive, IBJ From Spikes",
      "requires": [
        "h_IBJFromThorns",
        "canLongIBJ",
        {
          "not": "f_DefeatedPhantoon"
        }
      ],
      "note": "In the spike pit, near the left wall, jump into an IBJ to climb out.",
      "devNote": "The h_IBJFromThorns requires canCarefulJump. There is no loss of access, because with that it is possible to get across with or without f_DefeatedPhantoon."
    },
    {
      "id": 18,
      "link": [
        1,
        2
      ],
      "name": "Phantoon is Alive, HiJump Spring Ball Jump",
      "requires": [
        {
          "thornHits": 1
        },
        "HiJump",
        "canSpringBallJumpMidAir",
        {
          "not": "f_DefeatedPhantoon"
        },
        {
          "or": [
            "canRiskPermanentLossOfAccess",
            "canCarefulJump",
            "Gravity"
          ]
        }
      ]
    },
    {
      "id": 19,
      "link": [
        1,
        2
      ],
      "name": "Use Flash Suit",
      "requires": [
        {
          "useFlashSuit": {}
        },
        {
          "shinespark": {
            "frames": 13,
            "excessFrames": 2
          }
        }
      ],
      "flashSuitChecked": true
    },
    {
      "id": 20,
      "link": [
        1,
        2
      ],
      "name": "G-mode Morph Ceiling Bomb Jump",
      "entranceCondition": {
        "comeInWithGMode": {
          "mode": "any",
          "morphed": true
        }
      },
      "requires": [
        "h_artificialMorphLongCeilingBombJump",
        "canBePatient"
      ],
      "clearsObstacles": [
        "A"
      ],
      "flashSuitChecked": true
    },
    {
      "id": 21,
      "link": [
        1,
        2
      ],
      "name": "Grapple Teleport",
      "entranceCondition": {
        "comeInWithGrappleTeleport": {
          "blockPositions": [
            [
              7,
              2
            ]
          ]
        }
      },
      "requires": [],
      "note": "After teleporting, press down to retract Grapple, to prevent getting stuck inside the Chozo statue."
    },
    {
      "id": 22,
      "link": [
        1,
        2
      ],
      "name": "Grapple Teleport Inside Wall",
      "entranceCondition": {
        "comeInWithGrappleTeleport": {
          "blockPositions": [
            [
              3,
              12
            ],
            [
              3,
              13
            ]
          ]
        }
      },
      "requires": [
        "canOffScreenMovement",
        "Morph"
      ],
      "note": [
        "After teleporting, Samus should be standing inside the wall.",
        "Retract Grapple by pressing up, which will pull Samus down and right.",
        "Turn around to the left, then hold right, and release Grapple while still holding right.",
        "Perform a turn-around spin jump (to the left).",
        "Then morph and roll out to the right."
      ]
    },
    {
      "id": 23,
      "link": [
        1,
        2
      ],
      "name": "Grapple Teleport X-Ray Climb",
      "entranceCondition": {
        "comeInWithGrappleTeleport": {
          "blockPositions": [
            [
              2,
              18
            ],
            [
              2,
              19
            ],
            [
              2,
              28
            ],
            [
              2,
              29
            ]
          ]
        }
      },
      "requires": [
        "canXRayClimb"
      ],
      "flashSuitChecked": true,
      "note": [
        "Exit the previous room with Samus in a standing pose (while grappled).",
        "After teleporting, press right to release Grapple while staying standing (not being forced into a crouch).",
        "Then X-ray climb to get on top of the Chozo statue."
      ]
    },
    {
      "id": 24,
      "link": [
        2,
        1
      ],
      "name": "Base",
      "requires": [
        {
          "or": [
            "f_DefeatedPhantoon",
            "SpaceJump",
            {
              "and": [
                {
                  "thornHits": 1
                },
                {
                  "or": [
                    "HiJump",
                    "canWalljump",
                    "canUseIFrames",
                    "Grapple",
                    "canHorizontalDamageBoost",
                    {
                      "thornHits": 1
                    }
                  ]
                }
              ]
            }
          ]
        }
      ]
    },
    {
      "id": 25,
      "link": [
        2,
        1
      ],
      "name": "Precise Grapple",
      "requires": [
        "canPreciseGrapple",
        "canTrickyJump"
      ],
      "note": "Fling Samus from the first set of grapple blocks to the second set without falling. Requires precise timing."
    },
    {
      "id": 26,
      "link": [
        2,
        1
      ],
      "name": "Use Flash Suit",
      "requires": [
        {
          "useFlashSuit": {}
        },
        {
          "shinespark": {
            "frames": 14,
            "excessFrames": 4
          }
        }
      ],
      "flashSuitChecked": true
    },
    {
      "id": 27,
      "link": [
        2,
        1
      ],
      "name": "Ceiling Bomb Jump",
      "requires": [
        "canLongCeilingBombJump",
        "canBePatient"
      ]
    },
    {
      "id": 28,
      "link": [
        2,
        1
      ],
      "name": "G-Mode Morph Ceiling Bomb Jump",
      "requires": [
        "canEnterGMode",
        "h_artificialMorphLongCeilingBombJump",
        "canBeVeryPatient",
        {
          "obstaclesCleared": [
            "A"
          ]
        }
      ],
      "note": "Touch the item while remaining in artificial morph. Ceiling bomb jump back to the right, then use X-Ray to cancel G-mode and obtain the item.",
      "devNote": "This strat alone would only require canBePatient, but it is only possible after Ceiling Bomb Jumping there, so it would be a combined 4 minutes."
    },
    {
      "link": [
        1,
        1
      ],
      "name": "Base (Unlock Door)",
      "requires": [],
      "unlocksDoors": [
        {
          "types": [
            "ammo"
          ],
          "requires": []
        }
      ]
    },
    {
      "link": [
        1,
        1
      ],
      "name": "Base (Come In Normally)",
      "entranceCondition": {
        "comeInNormally": {}
      },
      "requires": []
    },
    {
      "link": [
        1,
        1
      ],
      "name": "Base (Come In With Mockball)",
      "entranceCondition": {
        "comeInWithMockball": {
          "adjacentMinTiles": 0,
          "remoteAndLandingMinTiles": [
            [
              0,
              0
            ]
          ],
          "speedBooster": "any"
        }
      },
      "requires": []
    },
    {
      "name": "Base",
      "requires": [
        {
          "or": [
            "f_DefeatedPhantoon",
            "h_allItemsSpawned"
          ]
        }
      ],
      "note": "The item doesn't spawn until Phantoon is defeated.",
      "link": [
        2,
        2
      ],
      "collectsItems": [
        2
      ]
    }
  ],
  "notables": [],
  "nextStratId": 37,
  "nextNotableId": 1
}